MAR2007 Bug Reports

evilsquirrel

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its not so much that atholo needs "guards" ...its that his crystals need guards...he tends to just be all "doo dee doo, i'm atholo! hey look a guy 500000 feet away through 90 feet of wall!" instead of actually killing players near his crystals (which are all in his general vacinity)
 

Thothie

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Suspect I'll need to re-write his script from scratch, it looks as though it's using the MS 1.3 script methods. First time I got it, he just stood in place swinging, and couldn't hit anything - I only tweaked the script enough to fix that. Other than that, I've hardly done anything to him.
 

Thothie

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Keledros... Man, I dunno what happened to this guy. It's almost like he got rolled back to some ancient version of his script somehow. He like, starts spamming spells like MAD if you get within mele range (so much so, he has to use death magic against his own spam).

In anycase, I've redone this quite a bit. I'll list of the behavioral changes you'll be seeing next month this once, even though it's a bit of a tactical guide:

Keledros will target your position by sound, sight, or when you strike him.
He will remember this position when he starts casting his spell, but will not update it.
(This means, if you keep moving while he's casting, you might be okay)
If you are within 1024 units, he will acquire you even through walls.
(so, hiding behind bookshelves, only semi-effective now)
If you are further away than this, he will require sight to confirm his target
(this stops him from doing goofie things, like dropping firewalls in the spawn)

He will cast 1 spell every 7 seconds (barring being frozen. Stunned, slowed, etc)
In addition he will cast special spells to counter holy, to deal with people who try to hide upstairs (he now taunts you about hiding up there, so you have some idea of why yer getting the lightning bolt to the groin), and death magic, if the server is flooded with other spells.

In skeleton mode, he is much more fireball happy now.
To cut down on the mass gang-bang that usually results, everytime he is down 500hp, he will cast a repulsive fire blast, tossing everyone away from him (and, if one is not careful, possibly into the pit).
I realize his mele damage is kinda weak, but as a mid-level boss, I didn't want to up it much, so left it as it is, combined with this new ability, and the more rapidly deployed chained fire darts and balls.
Said fire ball throwing skeleton is also now immune to fire.

I've reduced the scrolls and tomes he drops to eight (two are getting relocated), but he now always drops one of them, so there's now no chance of killing him without getting some sort of magic item out of it.

...

Atholo I've finished migrating to the new "smart" model, moved him to the new AI, fixed his ranges, DOTs, glow script, and gave him Orochi's fire clubs. He also has the same repulsion attack Keledros has, but he does it every 30 seconds, regardless of health or vulnerability, and it's much more damaging. He also has about 7000hp now. Hopefully he won't need body guards.
 

WeissberV

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hey look i think i'm probably the only one to realise this since i tested orc_arena with oedipus (i know him anyway) the env_message's don't work on it anymore therefore the new players think its weird that they just kill loads of monsters and at end they see a ghost of a priest when really there is a storyline in orc_arena but like i said the env_messages are broken and it would be nice if they were fixed

and btw oedipus had put the rmf somewhere (don't ask me where he only told me that he did put it somewhere) the map rmf could also be used as a tutorial for arena type maps
 

Thothie

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env_message is fine SFAIK. Game_text, however, broke-ed.

It's apparently been broke since FEB2007, on the MS.DLL side instead of the client (oddly enough). I've been rolling back every altered file one at a time to no avail. I have a sneaky suspicion I'm going to have to roll back the whole thing to the very beginning, and re-add everything we've done, one modification at a time to track this puppy down. :\
 

Thothie

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I have mentioned this to Orochi, he has not responded. Fixing It requires shuffeling the p_weapon model around a bit (otherwise, all the hands on all the other weapons will be messed).

I also mentioned it in the bug list, now that I look.
 
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